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Removes roundstart singularity, adds roundstart supermatter, supermatter now collapes into singularity #24447
Removes roundstart singularity, adds roundstart supermatter, supermatter now collapes into singularity #24447
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Adds orange pipes. Makes the supermatter spawn a singulo.
You're a hero for this |
delta has two supermatters? |
I honestly don't know what to do with delta. It already has a supermatter engine, though engineers can't quite access it. Thoughts? |
Remove Delta obviously :^) |
Change the doors so they can access it, delete the PA, board up the PA area and singulo room with wood barricades? |
Switch it out for a PA setup with no singulo/tesla generator. |
The reason why singulo escapes all the time seemingly for no reason: the sparks feed it. The very same sparks that are always generated by Tesla parts bumping into containment field. Remove sparks energy, or remove tesla parts, and enjoy your stable rounds once again. |
Coreoverload, #23502 that is no longer the case. Also WRENCH DOWN THE USELESS PARTS. |
Then I don't see any reason to remove singulo at all. If singulo escaping causes too much problems because singulo is basically unkillable, add a single shot rocket launcher with a special charge designed to make singulo/Tesla collapse in a spectacular fashion. Make it also heavily damage other extradimensional shit like Ratvar's arc or Nar-Sie. Place it in the vault to make sabotaging it possible. Also remove mice. They are a large part of engineering-killing cancer. |
Here's a reason to remove singulo- Supermatter is cool and fun to customize and takes upkeep as compared to set-n-forget-ularity |
you can ask cheridan but apparently the supermatter doesn't actually gain damage from tempratures if you also wanted to make the engine more modifiable replacing the r-walls with glass could work |
Added a supermatter crystal and replaced the varedited shards on box and meta. Added supermatter engine to metastation.
Metastation is done, only Delta(and testing) remains now. |
The box atmos setup makes it nearly impossible to run the SM mix and do other atmos stuff at the same time, such as filling canisters. There's also spots for more emitters, but they're lies as they won't be reflected into the SM at all. The notes in the SM seem to indicate that 4 emitters is the right amount anyway. |
Gave engineers access to some Deltastation atmos areas, including the engine. Fixed some access bugs.
You bring up a good point about atmos. I can't really think of any way to solve this without redesigning atmos though. It seems to be a reasonable limitation though as it is unlikely that atmos wants to pump infinite amounts of gasses into the engine, atleast for the current mechanics. The missing reflectors are intended to give the engineers some work, similar to how the PA had to be assembled. They can build more reflectors or rearrange the current ones if they want to use more emitters. Also, the maps should be ready now. I've tested the engines on box and meta and the doors on delta and they all seem to work. Not sure if mapmerge worked correctly though. |
this looks really cool! |
Later, you should add a machine that converts plasma gas into plasma bars. Then engineering could optimize the shard and give the bars to cargo. |
qdel(src) | ||
if(T) | ||
var/obj/singularity/S = new(T) |
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馃憥
make this randomize between singulo and tesla
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@Iamgoofball make it randomize between singulo, /vg/ style delam, tesla, and bomb-cap-ignoring 10,30,30 bomb
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Yeah I think randomizing the result would give some much needed variety to engine failures.
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I think this will have to wait until a later PR, unless @KorPhaeron wants to add something to this PR?
@Yoshmaster |
This should only be viable to be merged if, and only if, the Supermatter set up guide on the wiki is fully expanded and brought to the same quality standard as the Sing Guide. |
What is actually the criteria for engine failure? The suppermatter seems surprisingly stable. |
inb4 traitor AI fails to release plasma because engineering sold it all |
One quick adjustment incoming, don't merge just yet. Edit: Done! I want to go over some of the engines features and quirks. This setup combines all the features from birdboat and delta and adds some new ones. I've mostly added many more pumps and filters so you can run complex, multi gas setups and adjust temperatures and pressures with both the freezers and the heat exchangers. Or both. Or even add more new things. I'll give you 3 examples of setups:
There's a lot of ways to run this engine. Experiment! Don't forget that there is a can of freon in the secure storage of meta and box for emergency engine freezing now. Just smash the window where the laser enters and open the can there. Then go wire the solars in shame while your engineering coworkers fix your damage. |
Bunch chamber tweaks on meta.
Radiation collectors are now half as efficient.
I've been testing this setup and I've adjusted it so that a regular, safe setup with fully filled plasma canisters will only give about 400,000W which should be enough to power the station, but doesn't quite charge the SMES as fast as possible, to give engineers an incentive to tweak their mixes and setups instead of always going for the boring setup. Time to write up a guide on this engine now. |
This is a terrible idea. The SM shard takes a long time to get done properly, is incredibly fragile, and very few people actually know how to set it up. Having it as an option is fine. Having it as the only option ensures that smart engineers will only ever do solars, and a dumb engineer can fuck over everyone in an instant. |
I mean, I get Kor's arguments that the silent, binary failure/success state of the singulo is a problem, but the difficulty involved in setting up the SM makes it such a terrible replacement. |
I'll deal with this when I finally get template engines working |
馃啈 Kor, Jordie and Tokiko1
add: Singularity containment has been replaced on box, meta, and delta with a supermatter room. The supermatter gives ample warning when melting down, so hopefully we'll see fewer 15 minute rounds ended by a loose singularity.
add: Supermatter crystals now collapse into singularities when they fail, rather than explode.
/馃啈
As requested by @KorPhaeron
Adds an actual supermatter crystal instead of the varedited shards that were used before.
Adds the supermatter to box.
Adds the supermatter to meta.
Removes singulo from delta and gives engineers access to some needed areas.
Adds orange pipes and manifolds for mappers.
Makes the supermatter spawn a singulo.
Rebalanced the power generation of radiation collectors by making them half as efficient as before.
Closes #24394 because it's the same thing, just a different design and some fixes.
The filesize seems a bit large for mapmerge, did I do it incorrectly?
Pictures:
Box:
Meta:
Delta: